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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef HDSHADOWMANAGER_CS_HLSL
#define HDSHADOWMANAGER_CS_HLSL
// Generated from UnityEngine.Rendering.HighDefinition.HDDirectionalShadowData
// PackingRules = Exact
struct HDDirectionalShadowData
{
float4 sphereCascades[4];
real4 cascadeDirection;
real cascadeBorders[4];
float fadeScale;
float fadeBias;
};
// Generated from UnityEngine.Rendering.HighDefinition.HDShadowData
// PackingRules = Exact
struct HDShadowData
{
float3 rot0;
float3 rot1;
float3 rot2;
float3 pos;
float4 proj;
float2 atlasOffset;
float worldTexelSize;
float normalBias;
real4 zBufferParam;
float4 shadowMapSize;
float4 shadowFilterParams0;
float4 dirLightPCSSParams0;
float4 dirLightPCSSParams1;
float3 cacheTranslationDelta;
float isInCachedAtlas;
float4x4 shadowToWorld;
};
#endif